GP32 Different Collision Detection On Pc/gp32


Racemaniac

Scorched GP programmer
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Nov 3, 2003
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with several things i've made i noticed the collision detection on the gp32 is flawed...

for example for bullet collision in my game i started with a 1x1 pixel graph for that process, worked on the pc, not on the gp32, so i took a 3x3 pixel graph, no more problems :)

now i made that little breakout demo, when the ball hits two adjacent blocks when you just let the ball bounce straight up on the pc it'll take out both blocks, on the gp32 it won't...
tiny error in the port or so?
 
Likely a bug in your comparison/math routines?

Collision handling can be slow or fast.. do it well and go for the latter :)

jeff
 
skeezix posted on Sep 29 2005 at 04:44 PM said:
Likely a bug in your comparison/math routines?

Collision handling can be slow or fast.. do it well and go for the latter :)

jeff

Not likely a bug in the code, since it`s working on PC.
I noticed some differences too when testing things on PC and then on GP32,
if I can find the source of the first version of the minigame project, I`ll post an example.
 
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skeezix posted on Sep 29 2005 at 03:44 PM said:
Likely a bug in your comparison/math routines?

Collision handling can be slow or fast.. do it well and go for the latter :)

jeff
well, i'm just using the commands offered by fenix. fenix has commands to check wether 2 objects collide, on the pc it works pretty good, on the gp32 not :(
i could write my own collision detection, but that would make the simple breakout demo a bit too complicated as an example for beginners, and is kind of against the principle of fenix: easy solutions for the harder problems :(
 
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